This post will be dedicated to an STL algorithm I discovered only recently, and which caused me some serious performance issue at my first use of it. This algorithm is std::is_permutation. It appeared in the STL with C++11 and in principle, it is quite a useful algorithm. It is however deeply penalized by its inefficiency,... Continue Reading →
Paramorph your DSL: C++
Two months back, we went over the process of building a DSL for arithmetic operations and we introduced the concept of Catamorphism as a way to decouple the traversal of an AST from the operations we want to perform on it. We saw how it could help us compose operations before traversing the AST of... Continue Reading →
Building a Clojurescript game: AI
This post is the sixth in the series of posts focused on the design and implementation of a port in ClojureScript of the game named Tribolo. You can try the game at the following address. Our first post described the game and identified the following responsibilities, each of them will be developed in a different... Continue Reading →
Building a Clojurescript game: Application state
This post is the sixth in the series of posts focused on the design and implementation of a port in ClojureScript of the game named Tribolo. You can try the game at the following address. Our first post described the game and identified the following responsibilities, each of them will be developed in a different... Continue Reading →
Building a Clojurescript game: Rendering
This post is the fifth in the series of posts focused on the design and implementation of a port in ClojureScript of the game named Tribolo. You can try the game at the following address. Our first post described the game and identified the following responsibilities, each of them will be developed in a different... Continue Reading →
Building a ClojureScript Game: Thoughts on Spec
This post is the fourth in the series of posts focused on the design and implementation of a port in ClojureScript of the game named Tribolo. In our first post, we discussed the game, described its rules and came up with a basic target architecture. In our second post, we tested this architecture on a... Continue Reading →